project reality header
Go Back   Project Reality Forums > PR:BF2 Mod Forums > PR:BF2 Community Modding
01 Nov 2024, 00:00:00 (PRT)
Register Developer Blogs Members List Search Quick Links
PR:BF2 Community Modding Making or wanting help making your own asset? Check in here

Reply
 
Thread Tools Display Modes
Old 2013-05-01, 15:33   #31
[R-DEV]​Arab
PR:BF2 Developer
Supporting Member

Arab's Avatar
Default Re: Modeling, UVing and Texturing Guidelines for Community made Assets

So what's modelling exactly? Is it using shapes and manipulating them in different shapes to create models?

I will try modelling.

Arab is offline Reply With Quote
Old 2013-05-01, 16:01   #32
Adriaan
Retired PR Developer
Supporting Member

Adriaan's Avatar
Default Re: Modeling, UVing and Texturing Guidelines for Community made Assets

Quote:
Originally Posted by Arab View Post
So what's modelling exactly? Is it using shapes and manipulating them in different shapes to create models?

I will try modelling.
Yeah, you're creating shapes out of faces. A face is the surface in between a set of edges, edges are boundaries of faces that span between vertices. A vertice (vertex) is a coordinate in 3D space. A face consists of three edges (triangle) or more (polygon). You can move vertices, edges or faces around and create new ones, to form the shapes you need.

This thread contains some useful information about modelling (check the Geometry section in particular):
https://www.realitymod.com/forum/f18...age-heavy.html

Remember to use 3ds Max 9 when modelling for BF2/PR, and feel free to ask if you need any help!

Adriaan is offline Reply With Quote
Old 2015-06-27, 13:07   #33
eurekafag
Default Re: Modeling, UVing and Texturing Guidelines for Community made Assets

I've made a static model for filming purposes, and unwrapped it to have only one 2048* texture
I don't need any normal maps, detailmaps and lightmaps on it, only diffuse texture.
Exported it with max9 and now i can load it but it doesn't have a texture

I had to use png in bf2staticmesh material because max9 doesn't supports dds
but i put texturename_c.dds into /objects/myobject/textures
so it doesn't show any errors while loading texture but still has none
what i'm doing wrong?
eurekafag is offline Reply With Quote
Old 2015-06-27, 17:45   #34
CTRifle
Retired PR Developer

CTRifle's Avatar
Default Re: Modeling, UVing and Texturing Guidelines for Community made Assets

Download the service packs, they will allow you to use dds. Your error is because you are trying to use png instead..


CTRifle is offline Reply With Quote
Old 2015-06-27, 19:41   #35
eurekafag
Default Re: Modeling, UVing and Texturing Guidelines for Community made Assets

that worked, thanks
is it possible to add a light source with dynamic shadows, just for one static to have shadows like movable assets have?
eurekafag is offline Reply With Quote
Old 2015-06-27, 20:04   #36
Amok@ndy
Retired PR Developer
Supporting Member

Amok@ndy's Avatar
Default Re: Modeling, UVing and Texturing Guidelines for Community made Assets

you need to export it as bundledMesh then but then you cant have tiles UVWs


Amok@ndy is offline Reply With Quote
Old 2015-06-27, 23:17   #37
Rhino
Retired PR Developer
Supporting Member

Rhino's Avatar
Default Re: Modeling, UVing and Texturing Guidelines for Community made Assets

Quote:
Originally Posted by [R-DEV]Amok@ndy View Post
you need to export it as bundledMesh then but then you cant have tiles UVWs
It is possible to force a static to have dynamic shadows in the same way bundledMeshes do, just add:
Code:
ObjectTemplate.castsDynamicShadow 1
To its .tweak file and then then you will have dynamic shadows cast of it, but only when your close up to the static and when you go any distance away from it, it will not have any shadows, or cast any shadows on the terrain etc, hence why we don't use this for our statics, other than a few small destroyable objects since they are too small to be noticed at distance that they are missing their shadows, and we don't want their shadow left on the terrain from them after they are destroyed.

You will also want to add these following lines to your .tweak file:
Code:
GeometryTemplate.doNotGenerateLightmaps 1
GeometryTemplate.lightmapOverride 0
To prevent the static from casting shadows on the terrain, on other statics etc when you cast your lightmaps.

Rhino is offline Reply With Quote
Reply


Tags
assets, community, guidelines, made, modeling, texturing, uving

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off



All times are GMT. The time now is 10:44.